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Etrian Odyssey RP; Alternate Title: Another Generic Fantasy RP
Topic Started: July 12, 2014, 10:15 pm (760 Views)
Person A
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Best to sleep on it.
>What's an Etrian Odyssey, anyways?
- Etrian Odyssey, also known as "Sekaiju no Meikyuu" (Labyrinth of Yggdrasil), is a first person dungeon crawler RPG. There are two major points in its gameplay: the map-drawing mechanic, and the sheer difficulty of the series. Since the games are on the (3)DS, the bottom screen is generally the go-to thing for drawing, with its own tools and the like. This’ll be reflected in the RP as maps for every floor.

As for the sheer difficulty, that's mainly because the games are relentless with the random encounters. Namely, they hit hard, and there are few convenient healing methods that won't leave you penniless. And, yeah, this is really silly considering how two rats and a moth are able to kill a swordsman with armor on. Since I actually do want people to join, money won't be an issue for the RP in any mechanical way, which means free restoration when you back out of the labyrinth. The stupidly powerful rats and moths?... Yeah they'll probably make appearances.

>No... What's an "Etrian Odyssey"?
- Oh. Well, the first game started in a town called "Etria," so there's the "Etrian" part. As for "Odyssey," um. The journey to the deepest parts of the labyrinth, I guess? The name kind of became silly after the next few games went on to other places, like Lagaard or Armoroad... But it's a legacy title, you get the idea.

>Do I have to have prior knowledge of Etrian Odyssey to participate?
- Considering how little story there is of Etrian Odyssey? Nope. While I did say that this was an "Etrian Odyssey" RP, well... It's more inspired by it?... While taking a fuckton of content from it. Including the small bit of story, the way I'll structure the RP... But still inspired by it!

In fact, the less you know, the better!

>OK, then. How's this RP going to work? Story-wise and mechanically?
- Well, the main focus is going to be exploring the labyrinth. Just like the games, there's a natural maze of some sort, hidden underneath the roots of the great tree Yggdrasil. Characters will be explorers from different parts of the world, coming to Yggdrasil out of a sense of adventure and mystery. What's at the bottom of this labyrinth? Why are the wildlife so powerful down here? And who forgot the damn Warp Wire?! Stuff like that. Everyone will be in the same "guild" - that is, the same group. Or if you want, join another guild and interact with each other, but that'd require different maps for the same floor... Ehh, I guess I can manage?... Oh, and I'll provide maps for every floor. All... 25? 30? A number in the double digits. Probably more than 15, less than 30. May or may not be quality maps. Depends on the programs I find for cartography...

What I'll probably have are four-floor strata (areas) with the "boss" fight at the end. Naturally, we'll also have the story progress every time we move a floor. An arc would consist of one strata. Since we'll all be in guilds and the like, we'll have odd jobs come up around, if exploring parts the labyrinth wasn't interesting enough. Along with competition from other guilds (Either played by me or any volunteers...) and we might have an RP.

As for stats, I'd prefer not to use them, but if there are people who really want to incorporate them, then I'll allow it... Well, actually, I probably will implement levels at the most, but just for abilities, like in DVD Player/Niroth's From Ashes RP.

>OK, sounds good. I can make anything for my character, right?
- Yeah, basically. No special races or the like, though: Humans only with fantasy elements. I won't restrict you to a class, like the games do proper, but I will ask that you specialize. For example, I don't want a spear-man shooting fire out of his hand, or a mage to suddenly do a technique with his knife. In other words, come up with what you want, but keep it reasonable for the point in the story as well as restricted to a single weapon/specialty. But if you want to do something like, a sword slash that hits three times, a whip attack that poisons as well as hurts, or a hammer hit that electrocutes? Yeah, go ahead.

>Hey! What about the guns/ships/airships from the second/third/fourth game?! Those aren't "fantasy elements!"
- Er... RP-wise, the only way I'd justify guns would be silly clockwork ones that don't work as well. Other than that, how would I justify a person shooting another person with a gun? Sailing was a gameplay mechanic for the third, so that won't be around. Same for the airship, really, since Etrian Odyssey 4 did something different. So, basically, just no guns (unless we’re all OK with having them, or something. I feel like that’d make bow-users obsolete though, haha)

>So, wait, do we have to keep going down the floors we already explored the deeper we go?/How are we supposed to get back to the surface if we're down in the 15th floor and exhausted?
- At the beginning of every stratum, sans the first, we'll have something called a "Geomagnetic Pole" that, simply put, teleports you between strata. As for getting back, there'll be an item called the "Ariadne Thread" (Or "Warp Wire." Both are synonymous) that instantly pulls you out.

>Any other questions?
- Go ahead and ask them. Everything above is subject to change, of course, depending on feedback, my personal preferences, etc.
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Sin
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Slow and steady...
Only humans? Could this be reconsidered to be maybe generic fantasy races? Humans, Elves, Dwarves, Orcs, stuff like that?
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Person A
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Best to sleep on it.
Mm. There's a special reason I have for saying "Humans Only" for it. I have a rough outline in my head of what would happen in the RP's main story, and incorporating the generic fantasy races would raise a few issues with it. This is mainly why I'm letting participants get away with anything they'd like for their characters, other than, well, specialties. You want an incredibly smart elf that knows tons of magic? You can have a human do that. Mighty Orc with incredible resilience? Very armored human that can move really quickly thanks to lots of training.

Basically, I want everyone to have the same innate pros/cons outside of their specialties. Also, there's going to be a focus on the mystery of the labyrinth, so having an old elf character leads to a plot hole where that elf is probably ancient enough to know the secret of the labyrinth, except s/he doesn't because I didn't share that info with you, and then they say something that contradicts my planned story and... Yeah.

...With that said, however, different races have occurred in Etrian Odyssey before, so if people are interested/don't mind incorporating them in, I'll bend my arm and allow the canon ones. Druids, Harpies, Mermen, Very Skinny Elves, and Beastmen are all officially not-human races, so... Yeah. I'll allow those. If you want more races... Either post in here with your idea of a race or PM it to me, and I'll see how I can incorporate it.
Edited by Person A, July 13, 2014, 2:33 am.
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Primera Espada Yggdra
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Never played it, but my sister did.
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Hidden Strix
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Sounds somewhat interesting. I say it's not a bad idea. A lot of us would have to probably have to step outside our element a little to create some suitable characters...but that's never a bad thing.
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Person A
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Thanks for your responses! I'm going to have some summer classes starting soon, but I'll still work on a few things here and there. Just to have some more content other than "Thank you," I'll throw in a few more things I've thought out.

  • Like I said previously, you're allowed anything on your character. Any fantasy weaponry is game. Any elemental magic, or some other magic, is acceptable. What else will I let you do anything with? Your character's backstory. The only worldbuilding will be just the city and the labyrinth. You want to make up anything else? Sure, go ahead. I don't care if you're a hardened criminal with a bounty on his head or a princess sneaking out of her kingdom to let her hair down. If you want to incorporate any of these parts in the plot, sure! I'll work it into the plot, so long as there aren't any contradictions between my story and yours (and, well, that's highly unlikely.

  • [Outdated, probably going to change] The thing about "specialties." I already said to keep your abilities streamlined into one weapon, but what about Magic? I definitely don't want to stop anyone from trying to be versatile. I don't have a definite fix for this, but what I'll probably do is have something like a "Primary Specialty" and a "Secondary Specialty." Primary would be your main weapon or magic, while your secondary is only your magical affinity. So, let's have a Primary Swordsman with Secondary Fire. You can have an ability where he sends a flaming sword slash projectile just as much as you can have a spin attack. Mages? How about a Primary Fire/Secondary Wind? Alright, you can just have the generic fireball, a generic cutting wind, and then, later on, have a sort of heat wave spell that combines the two elements. Basically, if you can think it up, it's allowed. [Outdated, probably going to change]

  • (Un?)Fortunately, there will also be different types of status ailments, too. We'll separate these into two categories: the classic status ailments, and binds. The former shouldn't need any introduction. Poison, Paralysis, Blind, Sleep, you get the idea. We'll probably just do these as die rolls to figure out if they land or not, with the greater ability increasing the odds. Then more die rolls to screw with you. But, of course, you can inflict these as well. So long as you just take it as your Primary/Secondary (We'll categorize this as "Curse" Magic). The other is another Etrian Odyssey staple: binds. They are what they sound like. You bind someone's head, they can't use anything related to the head (Magic, any abilities relying on eyes, etc). Same for the arms and the legs. That's it, those three only. Sounds extremely basic, right? Well, theoretically, you're stopping at least a third of an enemy's movepool. Maybe its entire kit, too (Example: bind an ape's arms because they have massive upper body strength... But probably won't be doing anything special with their legs or head). Binds won't be literal binds all the time, mind you. Sometimes, there are ~magical~ ones, like seals.


Naturally, all of this is subject to change still! Everyone's opinion is welcome, and I'll do my best to satisfy everyone's needs.

tl;dr? You can have anything for your backstory, and you want to incorporate anything with it into the RP. Primary/Secondary specialization, like Swords/Fire or Fire/Wind. Also, Curse "Element" (Status ailments) and Bind "Element" (Prevents use of any abilities requiring the head/arm/leg)
Edited by Person A, July 15, 2014, 4:24 pm.
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NTNP
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Hmm, I have a couple of questions about some specialized roles for people that might want to excel at just one thing instead of being more balanced. Say if someone wanted to play a conjuror (who calls up summons to fight for them), as a shapeshifter a la the druid class from DnD, maybe someone wanted to be a purely physical combatant etc? Would it be possible to make a system where if someone wanted to do a single thing extremely well (like create undead servants from slain encounters, be able to transform into a giant panda at will etc) be able to trade away their primary and secondary function for a single, all encompassing "specialized function" instead?
Edited by NTNP, July 15, 2014, 3:57 pm.
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Person A
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Best to sleep on it.
Considering the chat we had in the... chat box, have been thinking about balancing re: Weapons/Magic Specialization. As it is, might end up ditching that double specialization thing for the more defined roles, haha.

But to answer your question, yes. If anyone just wants to excel in solely one thing, then they can just forsake the secondary for max concentration on one thing entirely. That'll lead to a stronger character, though, so adjustments for weaknesses will have to balance out the strength. The only thing I'll really be looking for if/when this starts up is balancing. All I'll really look for is if the character is too weak or too strong or the like

I mean, would be ironic and sad in a lot of ways if the Labyrinth could just be soloed by one overpowered character, or if a five-man team was somehow too weak to even get past the first floor. So the ideal is getting enough people that can basically balance each other's strengths and weaknesses out (which also hopefully leads to more characterization and stuff like that. Team spirit, yo.)
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NTNP
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Well good luck on deciding on how you want everything to run. I'll look forward to learning more about this as you make more administrative decisions.
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Sin
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Slow and steady...
I like the idea of specializing as well. It helps to keep the party rounded out, especially if you can make each available class enticing.
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Person A
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Best to sleep on it.
Alright, here's the character sheet. Unless there are even more changes, probably the finalized one. I'll see if I can't start this thing later this week.

Character Template


Code


As always, feedback is welcome. Otherwise, remember that you have free reign over your character, as long as it's balanced. And makes sense, but that's a given.

Oh, also, don't worry about posting characters yet.
Edited by Person A, July 16, 2014, 11:49 am.
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Slow and steady...
Name:
Seraphim Chulainé

Age:
22

Gender:
Female

Appearance:
Spoiler: click to toggle

Seraphim stands at five feet, five inches tall and weighs about one hundred or so pounds. She has dark skin, tanned further by her near constant exposure to the sun; bright blue eyes and long, vivid red hair kept mostly tucked into her hat.

Speaking of hat, she wears a classic pirate's cap adorned with a couple of feathers and a tassel that hangs down to the small of her back. Her outfit is somewhat regal and consisting of a teal, black and brown leather collared jacket trimmed in gold covering a tight-fitting black blouse. She wears tight-fitting black leather pants and tough leather boots that extend to her knees. On her hands are black leather gloves and around her waist is a leather satchel as well as a belt and scabbard to hold her sword.

Background:
The village where she was born was very poor and not at all self-sustaining. Due to their dire situation, many of the people who lived hear clung to thievery as their primary source of income. Merchants often passed through the area on their way to larger cities and as the village became more infamous for this type of negative behavior, merchants began to journey through with bodyguards or escorts from soldiers.

Seraphim's parents were one of the many who still chose to attempt raids of these caravans despite the danger and, like many others, they were caught and killed.

Her earliest memories are of her time spent in an orphanage amongst other children in a situation similar to her own. When she reached her teens, the girl left the orphanage of her own accord and, just like most others in the village who wanted to scrape up a living, turned to thievery. Unfortunately for her (or one might call her fortunate), she made for a poor thief. With no other avenue to turn to, Seraphim ended up falling in to prostitution. As one might expect however, this didn't last long. With a profession like that in a place like where she was, it was even more dangerous than going against armed guards while raiding a passing merchant caravan.

She gave up that life and instead left the village, heading to the nearest port town to leave. While there, she came across a large ship filled with many men and a few women who seemed jovial and happy. When she asked a passerby as to why they were like that, she was told that they were pirates and had just made a large haul. Intrigued and curious, Seraphim made her way aboard the ship and, after a short time as a stowaway was discovered and brought to the captain. He took a quick liking to her appearance and attitude and made her one of the crew.

Equipment:

  • Curved Saber
    A simple sword typically used for dualing. The curve helps to shorten the length of time required to draw the weapon among other things. No other notable characteristics.

  • Flintlock Pistol
    A firearm that requires a reload after each shot. Seraphim carries a few of these on her person allowing her multiple shots without stopping and setting aside time to reload each shot. No other notable characteristics.

Role/Specialty:
Pirate ~
A practitioner of all things detestable and sly, a pirate is a man or woman who will do whatever it takes to get the job done and snatch up their reward whether it was earned or simply taken from another. Like a Thief, a pirate is a master of theft and other methods of apprehending all things of value whether it be discreetly or in a blaze of flames and swordplay. While not as adept at blending in amongst others or finding the most direct path from start point to objective, Pirates are renowned for their ability to improvise when the circumstances go awry. Unlike a Thief, Pirates are quite infamous for their chaotic behavior, disdain for the law and general apathy when it comes to taking a life. They lack the precision required to make a really grand theft and the inhuman agility necessary for the escape.

Level:
5

Abilities:

  • Mugging - 1
    While Seraphim wasn't exactly a great thief from the get-go, after years and years of practice, she's become surprisingly good at it. With her usual close-combat style and quick hands, she's incorporated the two into one single movement. Now, Seraphim can attack an enemy as well as attempt to steal an item from them while they're distracted by the attack.
    Steal Success: d20 = 1, 5, 9, 13, 17

  • Point-blank Shot - Weapon (Pistol)/Fire - 1
    A poor shot means nothing if the distance is face-to-face. While Seraphim can't hit the broad side of a barn from any range one might typically use a pistol, up close, none of that matters. The Pirate fires a point-blank shot at a single target at close range, inflicting concussive and fire-based damage to anyone not wearing heavy armor. Wearing heavy armor makes this ability useless.

  • Cunning Vault - Body - 2
    Spending time as a Thief has helped Seraphim develop her agility, timing and reflexes to allow clutch evasive manoeuvres. When attacked with a weapon or other physical entity, Seraphim can roll to avoid the attack altogether. Magically augmented physical attacks apply as well.
    Evasion Success: d20 = 1, 5, 10, 15, 20

    • Rank 2: Boosted success rate

  • Sparkling Charm - Body - 1
    Time spent as a prostitute has given Seraphim an edge when it comes to using her body in combat. With a simple exhibition of charm through body language, she has a chance of completely intoxicating an adversary with love, winning their heart as well as their mind, turning them over to her side. Targets affected by Charm will fight alongside Seraphim until she dismisses them or they are otherwise incapacitated.
    Charm Success: d20 = 1, 10, 20
Edited by Sin, July 20, 2014, 6:34 pm.
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Person A
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Best to sleep on it.
So I said that we'll have maps in the OP. Here's an example.

Map Demonstration

As for Icons:
Icons

There'll be more icons as they come around, and I'll talk about them when they show up. This is just for reference and demonstration for now.

I'll see if I can't get a proper thing for this tomorrow. I'm dealing with summer classes at the moment. If not, then I'll throw in the story intro for it, at least, and start accepting characters.


EDIT: Ehh, I don't want to double post or anything like that, so here's a small story update. The setting will be in a growing town-turning-city called "Damir," growing in part thanks to the large amount of adventurers and explorers who are interested in solving the Yggdrasil Labyrinth's mystery. Naturally, Yggdrasil is a giant tree, so at least one side of Damir is backed by a forest. We'll be going in about a half-year to a year after the Labyrinth was discovered, with no real progress into the Labyrinth as far as the second stratum. So we'll start by eventually form a guild all together. I say eventually because everyone should start out coming into Damir or having come in a bit prior, so unless you planned a thing with someone, any one shouldn't know anyone else. I'm pretty sure that's all the information you all need, so feel free to put on thinking caps for your characters.
Edited by Person A, July 16, 2014, 9:47 pm.
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Mover, Shaker,
Brute and Breaker.

Master, Tinker,
Blaster and Thinker,

Striker, Changer,
Trump and Stranger.

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Once we get enough characters in, I'll try to start it up. Probably five people is a good number, so... three more.

Name: Alexander "Alex" Millard
Age: 25
Gender: Male

Appearance: Alex stands at exactly 5'10" (177cm), with blond, messy hair that's vaguely spikey and blue eyes. When he's not wearing his armor, he's usually wearing a tight black shirt with a gray scarf, along with beige pants, a belt that hangs loosely around his waist, and brown hiking boots. While in the Labyrinth, he'll sport his typical armor, which is simply just torso armor that covers his front and back, and with shoulderguards attached. This is complemented with general leggings and armguards. All his armor is a steely silver with yellow lining tracing the outer edges. Usually, he tucks his scarf into his armor, with it occassionally falling out.

Background: Alexander Millard hails from a rather wealthy family east of Damir. He wasn't the first-born son, leaving a smaller inheritance for himself and a good chance for work. He ended up competing against his elder brother multiple times as a child, believing he could do him one better and win the entire inheritance for himself. He was the more physically-inclined one, while his brother was more academic.

The two did manage to push each other quite often, though, and would only halt when their father abruptly sent Alex to study at the Midgard Library at the age of 13 to study. The Library, an organization devoted to gathering and preserving knowledge - academics, legends, etc. - gave him many opportunities to meet explorers of his time as well as expand his knowledge. Not long after his arrival, he became an apprentice for a Hoplite, and simply trained to be one of the Library's investigators as a Protector.

During his time at the Midgard Library, Alex met and had a relationship similar to his brother's with a certain girl. While their rivalry was often heated, it was all in good fun and in good intentions. They often had the same mission assigned to them, and would more or less watch each other's backs: Alex as the shield, and her as the sword. Currently, Alex's mission in Damir is a separate one from the girl's mission in another city, but he plans to propose to her once they return to Midgard.

Equipment: Typically decked in armor: chestguard, shoulderguard, leggings, armguards. Arms-wise, he carries a mace in his dominant hand and a kite shield in the other. All of these are plain iron, nothing special about them.

Role/Specialty: Tank. He's builky and heavy, especially with his heavier armor equipped. This does end up slowing him down, though, so he's liable to take hits more often than not, and he's eventually going to get worn out from them. It also means that he's going to be distracting the enemies. If they get past him and/or ignore him, though, then he won't be able to reform the line in front of the squishies. His lack of speed does mean he'll want the monsters coming at him to counterattack instead of readying an attack outright. His lack of speed means that he wouldn't be able to land blows very easily anyways. Armor also doesn't do much against magic and the like, unfortunately.

Level: 5
Abilities:
  • Taunt/Shield/1: Alex bangs his shield with his mace, in an attempt to attract enemy aggro and attention more onto him and less onto his comrades. Roll 1d20, Success: 5/10/15/20.
  • Shield Wall/Passive/1: Standing side-by-side with a comrade inspires them to shrug off any damage they may take thanks to his shield, and, of course, be a lot safer from being hit by anything.
  • Smite/Bind,Shield/2: Rams an enemy in front of him with his shield to push them back. If he's lucky enough to land a blow to the head, then inflicts a head bind. 2: Increased chances. Roll 1d50, Success: 10/20/30/40/50
  • Swordbreaker/Shield,Bind/1: Successfully deflecting a melee attack gives a 1/20 chance of binding the corresponding limb. Roll 1d20, Success: Nat 20.
Edited by Person A, July 20, 2014, 12:29 pm.
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Mover, Shaker,
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Master, Tinker,
Blaster and Thinker,

Striker, Changer,
Trump and Stranger.

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NTNP
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Name: Valen
Age: 21
Gender:Male

Appearance: Valen is a relatively average looking man with extremely tan skin, with no hair or markings on his head except for a large blue gemstone that sits just above his nose. He has a short blond beard, tracing down his jawline and around his nose that has obviously been taken care of with exceeding amount of care. He wears a basic looking white and blue tunic, shorts and rather comfortable looking blue shorts. Combining this with the blue shoes and white socks on his feet, Valen looks like little more than a mere villager in most cases. However, when challenged he produces a glowing aura that can transform itself into armor or a weapon as needed.

Background:
Valen is a Demon Hunter, a relatively rare vocation within the world that specializes in the destruction of the fiends found within the various labyrinths in the world such as Yggdrasil. Like many hunters, he was born into this life as little more than an orphan. His parents apparently died… the order was never big about talking about those things. Valen remembered since his earliest memories seeing their names on the memorial wall, seeing their picture in the hall of fallen heroes but everything but their faces are a blurr. Who they were, what they were like, if they loved him- he couldn’t know anything about that- to him they were just pictures on a wall. As far as he could tell, the Order was all that there was and all their could have ever been. At an early age he was baptized into their order by infusing himself with the blood and soul of a captured demon. During dreams, he still sometimes feels the creature’s sway within him as a ghostly image that he aptly named “Sparky.” While perhaps experiencing more as a child than he should have, there is one wonderful aspect of Valen that most people don’t consider- he doesn’t hate himself or anyone else for what he is. As a Demon Hunter, he knows that his life will be a short one.

Most demon hunters begin training at 10 years old, after first tasting the demonic blood and surviving the flowing week of fever dreams and high temperatures. There were 15 in his class that drank the blood, 12 of them lived. The other three died- they just weren’t strong enough to take the creature’s presence. From there, they spent the next five years learning martial training and to command the natural energies that surround every living being- the power of the soul. Most excelled in this- Valen wasn’t special though, merely average. He saw friends and rivals far exceed his success, but he managed to make it through. Then at 15 years old, they faced their first true challenge. Brought in groups of three, they were led to one of the various labyrinths within the land by an experienced hunter who brought them face to face with a demon the first time. The goal was simple- slay the demon, or die here. Then the old demon hunter would leave the trainees to their fate.

That day, when they faced their first demon- Valen was paired with a young woman named Camilla. She was brilliant, diligent, insightful and damningly beautiful. Valen had always imagined her as something unattainable, something ethereal that flowed around him but never even noticed that he existed. The other was Balbus. Balbus had always been a slacker. He hated being in class, hated working with people and absolutely despised the idea of being a demon hunter. But he loved the power to shape and create things with his mind- it was downright amazing the things he could create. Their first foe was a large minataur like creature. The monster stood probably three heads taller than anyone in the group and was so strong- it seemed like little more than a child’s play when he grabbed ahold of Camilla’s beautiful raven black hair and crushed her head in his oversized hand. When they were going there together, Valen had hoped that he could be the hero- save her, show her how amazing that he could be too but in the end it was Balbus that killed the fiend and all Valen could do was survive and carry back the body of the girl he had always had a crush on in his arms.

Her name was added to the same memorial wall, just like his parents had before. After the first initiation, the First Hunt, four names were added to the wall in the end. There were just 8 left then. Upon returning to the Order, Valen’s life changed a little- he was put into a squad. Each squad consisted of 4 trainees. Balbus was in Valen’s squad, as was a remarkably caring girl named Drusilia. She was Hellenistic in all senses of the word, she lived, she loved, she worked for the love of all things and to avoid pain. She did everything she could to enjoy the life she had left… and thank god for her. She was the one good thing about squad azure. The other member of their squad and their deinfacto leader was Felix, who was three years older and hadn’t managed to impress the Elders enough to be promoted to a full hunter. Even at 15 years old, Valen was much taller than Felix was. Balbus could make more impressive blades and armors than he could ever imagine and even if you put all three into a bag along with a kitten, they still weren’t anywhere near as likable as Drusilla was. Felix was little more than a loser being paraded around for being older than they were- but it was something, it was the closest thing to a family that Valen had so he made the most of it.

Last year, squad azure finally received the chance to finish their training. Together, they went into a Labyrinth on the far eastern island chains and managed to clear a single stratum alongside the other teams. There was impressively no causalities on this run on team azure. Team vert though, only two of their team survived... So in the end out of the 12 children who were born into the Order, only 6 survived long enough to become full-fledged Demon Hunters. But quickly after that, the ‘real’ missions started. Balbus was sent northward… he died six month after that, supposedly going down into a labyrinth with a group of adventures and never came back. Felix died almost immediately after being promoted. His first mission, he was sent to protect an outlying settlement from the possibility of an entrance way opening up into a labyrinth found nearby. He went down into the caves after finding out that the monsters were coming up from there and tried to seal it up… reports from the few survivors in the town report that they saw him being laid into by something like 20 demons, who tore him apart in seconds and then charged straight out the caverns into the town to destroy it and every civilian left in town.

Valen alternatively was relatively lucky; he spent the majority of his first mission on a dead end. He was sent to secure a sealed entrance to a labyrinth in the far western seas. Upon arriving, he found that the “demonic entities” that had been reported were little more than local kids, terrifying their own town because they were bored and wanted attention. Pathetic really, but at least he never saw any real action beyond a tavern with a scared waitress and the displeasure of turning those kids in to the local guards. They probably aren’t too happy right now, but overall they should be alive still. On the way back, his journey wasn’t that much more interesting except for coming across a tiny fishing boat stranded at sea.

Apparently attacked by pirates, they had half way destroyed the ship, took all the goods and left the few members of the crew who survived afloat in the ocean. By the time that Valen got there, it was down to less than five. One was a cabin boy, who had spent nearly a week hidden in a barrel. Another had been the cook, who was smart enough to throw himself overboard near the beginning of the raid along with a life boat. We found him about half a day after that, going back to the mainland. There were three passengers who survived- a family named the Volnutt. All three were merchants and probably the main targets of the raid. The first two Valen met was an older couple in their 50s who had been robbed blind and beaten half to death- on the way back to the ship, the woman… her name had been Marge- died from her injuries. Her husband, Garret… he made it through though. And their granddaughter Rebecca, thank God, was ok too. She was actually rather impressive on their first meeting. Walking through the abandoned hallway, she came busting out of the storage room with a makeshift spear shooting contraption that nearly impaled Valen. If it wasn’t for that summoning a sword at will thing being used defensively to stop it- she would have succeeded. After that, a rather painful smoke bomb followed that stank so bad that the Demon Hunter spent most of his journey home with puffy eyes and coughing. Not too bad for a merchant, let alone one his age.

After getting the five survivors onto their ship, Valen took the journey make to the Order on Chronos Isle, where he had been born and raised. The cabin boy, he had nowhere to go… so he brought him to the orphanage. As of now, he seems to be doing ok with training. Just before Valen left, the boy managed to create a Soul Blade- although it was probably closer to a Soul Steak Knife at this point. The cook chose to stay on with the boat crew before making port and leaving again. But the Volnutts, they stayed around. Marge was really hurt by the time they got back to Chronos and stayed in the hospital for almost a week before finally succumbing to her injuries. Old man Garret didn’t have the heart to leave her- so the Elders let him stay for a while and grieve. Rebecca though, she took a liking to the place. She couldn’t do a thing with the spiritual training, but the woman had a nack when it came to fixing things up. For as long as Valen could remember, the roof always leaked a little but with her there less than a month, there wasn’t a single drop to be found. The indoor oven finally had a way to be set to the correct temperature instead of just “eye balling it” as Drusilla always joked. Even the great clock in the center hall, which had died at least fifteen years ago was clicking again thanks to her. All she seemed to do was fix things… looking back, that was probably her way of grieving too.

When the time came, Valen was sent on his current assignment- to go to Damir and purge the creatures found in the second strata. Some claim that the labyrinth there is bigger than most, but they have managed to uncover at least one floor so chances are at least one more. If those monsters were allowed to escape and enter the nearby town- the city there would be gone within hours and the surrounding area lost within days. Packing up, Valen said goodbye to the friends that he made up to this point and set sail for the mainland, for Damir… and what would probably be his first and last real mission.

Equipment:
Simple Clothes: A pair of white shorts, a blue and white hoodie and some socks.
Azure Gemstone: A less common sapphire stuck on Valen’s forehead. While it doesn’t have any ‘magical’ powers, it does help him focus on bringing out the most of his magical power.

Role/Specialty: Demon Hunter: A Demon Hunter is designed to destroy the various monsters found within the labyrinths of the world. To cleanse the human race of these fiendish foes, they have learned to contain and use the souls of the creatures they destroy in order to augment their offensive and defensive capabilities. Because of commonly facing stiff odds against creatures far more powerful than they are, Demon Hunters are often at a facing an uphill battle against their foes and must rely on a mixture between intelligence, luck and what few advantages they can obtain by using their specialized powers to overcome these fiendish foes and save humanity from the darkness by using the very fiendish powers they possess against them.

Level:
Abilities:

  • Soul Blade: Body/Weapon: Level 1
    The Soul Blade is a spiritual representation of the Demon Hunter’s own soul combined with the fiendish energies released when slaying the various monsters found within the labyrinths below. Using the power of the deceased mini-bosses (or above), Valen can transform his relatively simple spiritual “sword” into a new form once per strata (or during camping) along with gaining a single “technique” that can be used as long as the Soul Blade retains that form.
  • Second Skin: Body/Armor: Level 1
    Second Skin allows Valen to transform the natural human spirit within him, along with the soul of the deceased monsters that he has slain, to become a new form. Ranging from a brutish pair of gauntlets, a flowing cloak, a suit of fine armor or something as simple as a mere tunic made from an ethereal glow. This new form appears atop the Demon Hunters regular apparel and at Lv.1 has no physical defensive value. By using the power of a decreased mini-boss (or above), he can gain a single “passive” ability from the creature that he slew that will last as long as the Second Skin retains its current form.
  • Awakened Soul: Body: Level 3
    Awakened Soul is one of the greatest powers of the Demon Hunters. Empowered by the fiendish energies within, this hunter can transform his very spirit to alter the natural energies inside and outside of his body to create specialized weapons and armor to be used against the various monsters within the world. By utilizing this mixture between human and demon spirit within the labyrinth, it allows Valen and his like to face the creatures found within the depths of the Yggdrasil by using their power against them. At level 3, it allows Valen to summon this “otherworldly” energy in three forms at any given time. For example, this might allow the Demon hunter to conjure up two Soul Blades and a single Second Skin or if chosen, could create three Second Skins to be an ideal defender. The choice in “awakening” is chosen at the beginning of each strata and can be transformed at any camp by resting and meditating at least four hours.
Edited by NTNP, July 19, 2014, 12:41 pm.
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Mdl. No. 00X "Burrito"
Name: Geoff Jossek
Age: 23
Gender: Male

Appearance: Standing at a tall, lanky six foot seven inches that could use a little more meat on the bones; Geoff has always been a head above the rest. Typically dressed in a drab robe torn and worn all over with light leather armor underneath, Geoff's defining features have more to do with his face than what he wears. With lengthy black hair and bright green eyes over a fairly handsome face marred by a ratty old strip of clothe wrapped around his head at an angle, covering one eye and most of the right side of his face.
Background:
Serving as a Mage's apprentice for much of his teenage life, Geoff is a man who is used to spending long periods of time isolated from his family and home town. Having spent much of his childhood interested in magic and the arts of manipulating the laws of nature through it, Geoff had made it his life's goal to serve and better the world through these arts.

After many years of serving as the apprentice to a high-class yet self-exiled mage, an accident had occurred at the study he was working at. The accident had left Geoff injured, but had also unleashed something into the world. Determined to hunt down and fix this catastrophe, Geoff left the study and sought out what it was the was freed.

Wherever there was a disaster of a rather peculiar kind, Geoff was there hunting down this catastrophe. After years of a game of nomadic cat-and-mouse, Geoff found himself before the great tree of Yggdrasil; hoping to find any power to help him stop this catastrophe and fix what was done before.

Equipment: Equipped with his light, leather armor beneath a large cloak. Typically for weapons, Geoff goes between his spellbook and a thin longsword.
Role/Specialty: Plane-Walker - A mage whose magic is centered around dimensional and spacial manipulation, Geoff has spent much of his life learning about the different ways space can be manipulated and distorted for his use. In combat, this magic serves as more of a support roll to hinder enemies and grant allies a different angle in the situation; making use of high maneuverability.

Level: 5
Abilities:

  • Worm Hole/Magic/1 - Can create a pair of temporary, linked two-way portals within a ten-meter radius of the caster. The portal in question can only support one major object (human-equivalent or larger) to pass through before closing. The other side of the portal can be seen as if it was right there in front of you, and objects pass through with the same momentum and force as before.
  • Spacial Dilation/Magic/1 - At the point of the user's channeling area (hands, wand, or tip or edge of weapon), this spell manipulates a point in space to contract and expand rapidly before returning to normal. This causes a strong impact weaker than but akin to a small explosion of energy. Can be used to propel the caster. Has a chance to confuse an opponent or user when used (roll 1 d30, success: 10/20/30)
  • Singularity Absorption/Magic/1 - Creates a subjective dimensional portal in front of the user that absorbs only small magical spells and projectiles. The portal can absorb up to three spells before closing.
  • Dimensional Displacer/Magic/2 - Projects a medium-sized green-orb projectile. If this projectile hits, it disrupts the local dimensional space around the target, dealing some damage. Has a chance to phase the target (target becomes intangible for a short period of time and cannot attack or be attacked. Roll 1 d50 Success: 10/20/30/40/50).
Edited by DVD Player, July 19, 2014, 1:39 pm.
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Person A
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Best to sleep on it.
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persona post in your own rp topic


'kay
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Mover, Shaker,
Brute and Breaker.

Master, Tinker,
Blaster and Thinker,

Striker, Changer,
Trump and Stranger.

Worm: Power Classifications
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MOO MOO MOO MOO MOO MOO MOO MOO MOO MOO MOO MOO MOO MOO MOO
stop spamming
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Systematic made by Phaede of the SZ..